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    • 1. 发明授权
    • Method for evaluating hit feeling
    • 评价感觉的方法
    • US09297729B2
    • 2016-03-29
    • US13450089
    • 2012-04-18
    • Masatoshi KatoNaoyoshi UedaMasahiko UedaTakeshi Asakura
    • Masatoshi KatoNaoyoshi UedaMasahiko UedaTakeshi Asakura
    • G01N3/30G01P15/00
    • G01N3/30G01N2203/0676G01P15/00
    • An evaluation method for hit feeling of a sport implement according to the present invention includes an acceleration measurement step for measuring acceleration of a sport hitting tool 4 and a data analysis step for analyzing data obtained in the measurement. In the data analysis step, an amount of change in acceleration in a first cycle of vibration after hitting is calculated. The evaluation method evaluates hit feeling to be felt by a person, using the amount of change in the acceleration. Preferably, in the data analysis step, an amount of change in acceleration in the first cycle of predetermined time is calculated. The predetermined time is within 1.5 msec from the time of hitting. Preferably, the sport hitting tool 4 has the hitting section detachably attached to a shaft section.
    • 根据本发明的运动器具的打击感的评估方法包括:用于测量运动击打工具4的加速度的加速度测量步骤和用于分析在测量中获得的数据的数据分析步骤。 在数据分析步骤中,计算击打后第一振动周期中的加速度变化量。 评价方法使用加速度的变化量评价人感觉到的感觉。 优选地,在数据分析步骤中,计算预定时间的第一周期中的加速度变化量。 预定时间在从打击时起的1.5毫秒以内。 优选地,运动打击工具4具有可拆卸地附接到轴部的击球部。
    • 2. 发明申请
    • METHOD FOR EVALUATING HIT FEELING
    • 评价感觉感觉的方法
    • US20120266652A1
    • 2012-10-25
    • US13450089
    • 2012-04-18
    • Masatoshi KATONaoyoshi UedaMasahiko UedaTakeshi Asakura
    • Masatoshi KATONaoyoshi UedaMasahiko UedaTakeshi Asakura
    • G01N3/30
    • G01N3/30G01N2203/0676G01P15/00
    • An evaluation method for hit feeling of a sport implement according to the present invention includes an acceleration measurement step for measuring acceleration of a sport hitting tool 4 and a data analysis step for analyzing data obtained in the measurement. In the data analysis step, an amount of change in acceleration in a first cycle of vibration after hitting is calculated. The evaluation method evaluates hit feeling to be felt by a person, using the amount of change in the acceleration. Preferably, in the data analysis step, an amount of change in acceleration in the first cycle of predetermined time is calculated. The predetermined time is within 1.5 msec from the time of hitting. Preferably, the sport hitting tool 4 has the hitting section detachably attached to a shaft section.
    • 根据本发明的运动器具的打击感的评估方法包括:用于测量运动击打工具4的加速度的加速度测量步骤和用于分析在测量中获得的数据的数据分析步骤。 在数据分析步骤中,计算击打后第一振动周期中的加速度变化量。 评价方法使用加速度的变化量评价人感觉到的感觉。 优选地,在数据分析步骤中,计算预定时间的第一周期中的加速度变化量。 预定时间在从打击时起的1.5毫秒以内。 优选地,运动打击工具4具有可拆卸地附接到轴部的击球部。
    • 3. 发明授权
    • Method for evaluating hit feeling
    • 评价感觉的方法
    • US08550939B2
    • 2013-10-08
    • US12953547
    • 2010-11-24
    • Naoyoshi UedaMasahiko UedaTakeshi Asakura
    • Naoyoshi UedaMasahiko UedaTakeshi Asakura
    • A63B69/36
    • A63B69/3623A63B69/3608A63B71/146A63B2060/464A63B2069/3605A63B2220/56A63B2220/62A63B2220/807A63B2220/833A63B2220/836A63B2225/50
    • A valuation method of the present invention quantitatively estimates hit feeling of a sport hitting tool. The evaluation method includes: a first step of using a measuring means M1 capable of measuring forces F acting between a swing subject and the sport hitting tool or specific directional components F1 thereof to obtain values of the forces F or the components F1 at times after impact; and a second step of deciding the hit feeling based on the value of the force F or the component F1 at at least one of the times. Preferably, the values of the forces F or the components F1 in a specified period Z12 between a time T1 and a time T2 after the impact are obtained in time series in the first step. Preferably, the hit feeling is evaluated based on an integrated value Sf of the forces F or the components F1 in the specified period Z12 in the second step.
    • 本发明的评价方法对运动击打工具的打击感进行定量估计。 评估方法包括:第一步骤,使用能够测量在摆动对象和运动击打工具之间作用的力F的测量装置M1或其特定方向分量F1,以在冲击后的时间获得力F或部件F1的值 ; 以及在至少一个时刻基于力F或分量F1的值来决定击打感的第二步骤。 优选地,在第一步骤中以时间序列获得在时间T1和冲击后的时间T2之间的规定时间段Z12中的力F或分量F1的值。 优选地,基于在第二步骤中的规定时间段Z12中的力F或部件F1的积分值Sf来评价击打感觉。
    • 4. 发明授权
    • Method for evaluating hit feeling
    • 评价感觉的方法
    • US09207215B2
    • 2015-12-08
    • US13455368
    • 2012-04-25
    • Naoyoshi UedaMasahiko UedaTakeshi Asakura
    • Naoyoshi UedaMasahiko UedaTakeshi Asakura
    • G01N29/04G01L5/00G01N29/14G01N3/30
    • G01N29/045G01L5/0052G01N3/30G01N29/14G01N2203/0658
    • The evaluation method includes a first step, by using measurement means M1 which can measure force F acting between a swing subject and the sport hitting tool or a specific directional component F1 thereof, obtaining measured value Vf of the force F or the force F1 at time after the impact, and a second step of determining the hit feeling on the basis of the measured value Vf at least at the one time. Preferably, the force F or the force F1 is force Fs containing a component in a shear direction. Preferably, in the first step, the measured values Vf in a specific interval Z 12 from time T1 to T2 after the impact are obtained chronologically. Preferably, the evaluation is made based on a difference between a maximum value and a minimum value of the measured values Vf.
    • 评估方法包括第一步骤,通过使用能够测量在摆动对象和运动击打工具之间作用的力F的测量装置M1或其特定方向分量F1,在时间获得力F或力F1的测量值Vf 在影响之后,以及至少在一次时基于测量值Vf确定击打感的第二步骤。 优选地,力F或力F1是在剪切方向上包含部件的力Fs。 优选地,在第一步骤中,从时间T1到T2之后的特定间隔Z 12中的测量值Vf按照时间顺序获得。 优选地,基于测量值Vf的最大值和最小值之间的差进行评估。
    • 5. 发明授权
    • Simulation method for estimating performance of product made of viscoelastic material
    • 用于估计粘弹性材料制品性能的模拟方法
    • US07130748B2
    • 2006-10-31
    • US10481754
    • 2002-07-16
    • Masahiko UedaKazuyoshi MiyamotoMasaki Shiraishi
    • Masahiko UedaKazuyoshi MiyamotoMasaki Shiraishi
    • G01L1/00G06G7/48
    • G06F17/5018
    • A simulation method includes the step of momently measuring a value of each of a strain, a strain speed, and a stress generated in the viscoelastic material, deriving time history data of a viscous drag, the strain speed and the stress, thereby deriving a relationship among the strain, the strain speed, and the viscous drag and setting the product as a product model whose performance is analyzed; inputting the relationship to the product model; and computing a stress and strain of a deviation component by using a deviation main strain and a deviation main strain speed converted from an entire coordinate system into a main strain coordinate system and a main strain speed coordinate system respectively to thereby conduct a simulation in consideration of a change of the viscous drag which occurs in dependence of a variation of the strain and the strain speed.
    • 模拟方法包括以下步骤:简单地测量在粘弹性材料中产生的应变,应变速度和应力中的每一个的值,导出粘滞阻力,应变速度和应力的时间历史数据,从而导出关系 在应变,应变速度和粘滞阻力之间,将产品设置为性能分析的产品模型; 输入与产品型号的关系; 以及通过使用从整个坐标系转换成主应变坐标系和主应变速度坐标系的偏差主应变和偏差主应变速度来分别计算偏差分量的应力和应变,从而进行考虑 根据应变和应变速度的变化而发生的粘性阻力的变化。
    • 10. 发明授权
    • Method for measuring behavior of golf club and ball
    • 测量高尔夫球杆和球的行为的方法
    • US08708833B2
    • 2014-04-29
    • US13399634
    • 2012-02-17
    • Masahiko Ueda
    • Masahiko Ueda
    • A63F13/00
    • A63B69/3614A63B24/0003A63B60/42A63B69/3632A63B2069/3605A63B2220/807G06T7/246G06T7/285G06T2207/10021G06T2207/30224
    • A method for measuring behavior of a head of a golf club and of a ball includes obtaining two-dimensional data of three or more marks on a face surface at two points in time before impact; identifying three-dimensional positions of the marks on the two points in time from the two-dimensional data; identifying behavior of the face surface of the three-dimensional position of each mark at the two points in time; identifying time of a contact of the face surface with the ball; estimating behavior of the head at the time of contact of the face surface with the ball; obtaining two-dimensional data of the ball at the two points in time; identifying three-dimensional position and posture of the ball at the two points in time; and estimating a behavior value of the ball from the three-dimensional position and posture of the ball.
    • 用于测量高尔夫球杆和球的头部的行为的方法包括在冲击之前的两个时间点获得面表面上三个或更多个标记的二维数据; 从两维数据中识别两个时间点上的标记的三维位置; 在两个时间点识别每个标记的三维位置的面部表面的行为; 识别面表面与球的接触的时间; 估计头部在面部表面与球接触时的行为; 在两个时间点获得球的二维数据; 在两个时间点识别球的三维位置和姿势; 以及从球的三维位置和姿势估计球的行为值。